Aphix
(Aphix)
June 15, 2020, 7:40pm
1
Whenever I click play in Unreal engine, the engine crashes. I get this warning:
LoginId:5d49cf444ca6f79e9dd11fb817f4d94a
EpicAccountId:5b683686cebe4fdb9256dec5bdd2e743
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000048
UE4Editor_CocoaCabin_1723!ASTrackerBot::GetNextPathPoint() [D:\Valor Cosmic Source Control Git\Declaration-I\CocoaCabin\Source\CocoaCabin\Private\STrackerBot.cpp:49]
UE4Editor_CocoaCabin_1723!ASTrackerBot::BeginPlay() [D:\Valor Cosmic Source Control Git\Declaration-I\CocoaCabin\Source\CocoaCabin\Private\STrackerBot.cpp:39]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
Here is the log: ?
Hey! - that’s exactly the same crash I’m getting.
In my case, I know it’s somehow related to the save game. Everything I’ve done so far has just sort of shifted the problem around.
If you’re working in that area, it’s something to note I guess.
In any event, I know where you’re at.
Another idea that has worked for me. Open a second copy of the editor, make a new empty level and copy / paste everything from the level that wont run into the new one.
Select everything in the world outliner, copy, paste. Most things will make it.
Aphix
(Aphix)
June 17, 2020, 11:03pm
4
Thank you @ClockworkOcean ! I will try that out!
Aphix
(Aphix)
June 17, 2020, 11:06pm
5
@ClockworkOcean , it still crashed
I’m still in the same boat too…
Are you doing something with AI, or do you have an asset called TrackerBot?
Aphix
(Aphix)
June 20, 2020, 10:37pm
8
@ClockworkOcean , I have all of that stuff, I’m doing the Tom Looman course!
Hmm. Something I did since this was install Visual Studio, do you have that?
Once you have it setup you can use VS as a kind of ‘frame’ to run the editor, and also the game.
When it crashes you get to see the line of code causing the problem.
I’m not there yet, but closer. Also, VS often catches the problem in the editor before run time, which can offer more info.
It’s a bit of a hassle, but has some benefits…